New level for Single Player Quake 1  -  see important notes below
================================================================

Title                  : For My Babies 5
Filename               : fmb5.map
Author                 : Sloppy Jalopy AND Mike Woodham
E-mail Address         : seng56@hotmail.com AND/OR MikeWoodham@msn.com

 
Description            : Sort of a medieval themed map with a little "alien"
			 touch to it. :)  This was actually supposed to be
			 1 level in a trilogy I was planning on doing (called
			 the Timewarp Trilogy--cool name, huh? :), with
			 the prequel being base themed and the sequel being
			 industrial/metal themed.  Unfortunately, I was not
			 able to finish it cause my computer was getting too 
			 old. BUT - see below (SJ)

Main Credit to         : Yahn Bernier for BSP.  Without a doubt the best
			 Q1 editor around.  Deadmeat for BSP Headquarters.
			 ID Software for Quake.  And last but not least,
			 my P133 for standing up to the beating of all of
			 the hours and hours I spent doing map compilations. (SJ)
			 (And maybe a nod to Mike Woodham)
                                       
Gameplay Storyline     : You are a freelance do-gooder roaming the universe looking
		 	 for lost, misplaced or stolen Sigils. You know that if they are
 			 returned to their rightful owners, you will be well rewarded. They
 			 are scattered far and wide but as you have keys for all of the
 			 known Time And Distance Unification Machines, getting to and
		 	 from the planets where they are located is no problem.

			 What IS a problem, is that the inhabitants of the various
		 	 worlds are not too keen for you to remove the Sigils as they
		 	 provide a limitless source of power. Therefore, be prepared to meet
 			 some reistance ......

			 Land. find the Sigil, find the exit, and go!

================================================================

********************
* Level Information *  supplied by MW
********************

Single Player           : yes

Cooperative 2-4 Player  : no

Deathmatch 2-16 Player  : no

Difficulty Settings     : easy - less, and easier monsters
			  hard - more, and more difficult monsters
			  	 plus more ammo
 
New Sounds              : no
New Graphics            : no
New Music               : no
Demos Replaced          : no

****************
* Construction *         
****************

Base                    : New from Scratch 

Editor(s) used          : The one - BSP.  www.bsphq.com (SJ & MW)

Compile Machine         : P133 16MB (SJ) & P400 384MB (MW)

Build time              : A long time (SJ) & 32 hours (MW)

Brushes                 : 2227
Entities                : 628
Lights			: 249
Monsters on Easy        :  71 
Monsters on Hard        : 110

Soundtrack              : 3
Winmem requirement	: 12M
Recommended resolution	: 640 x 400

qbsp                    : 2mins 36secs

Light-extra             : 12mins 50secs

vis-level 4             : 5hrs 23mins

Known Bugs              : (SJ)I wouldn't even call this map a pre-alpha.  It is *far*
			  from complete so there are some bugs.  Lighting needs a
			  ton of work.  In the room where the two ladders  are
			  tilted on the stands, you can get stuck if you jump from
			  the bridge to the platform the wrong way.  Moving the
			  ladder a little bit should solve this problem.

			  (MW) Ladders removed, lighting levels lowered.
   
Installation & play     : Standard methods


	*****************************************
	 THE INTERESTING STORY  by Mike Woodham
	*****************************************

Perusing the Team Shambler site at www.planetquake.com/teamshambler as I oft times do, I 
came across a Table of Potential New Levels. One of the entries was for Sloppy Jallopy's 
unfinished level which needed "someone reliable to add monsters and items".

I thought, I can do that, and downloaded it. Well it turned out not to be quite that 
straightforward but after a good deal of stop/start/rewind/rethink, I am able to release 
this version of his original ideas.

The thing I found most difficult was not knowing what he had intended for the map in the 
first place. It clearly had a theme but I could not get to grips with it. What you now have 
is a level 'started' by him and 'finished' by me. At no time did we talk about it and this 
probably shows. I made the following alterations (which I tried to keep to an absolute 
minimum): 

added missing textures (seems there are two versions of Quake101); 
changed the lighting to give more shadows; 
changed several textures, which in the main were wood to metal, or simply for contrast; 
added a second 'key' door; 
added the Cavern area in total; 
added one wall to divide one large area into two;
removed a couple of ceilings and added sky; 
made several changes to the area behind the two doors near the Silver Key; 
added monsters and items; 
created three secrets; 
added various windows;
changed the last 'room' into a 'fighting arena';
aligned various textures;
and ...... named the map, which is my reward for helping Sloppy Jallopy get the map 
published, and as his name is more memorable than mine .........

All in all, this was a bit of fun which only you, the player, can decide whether or not was
worth the effort. I think the base map of Sloppy's WAS worth it, and it is a shame that, for
what ever reason, he was not able to complete it himself. I just hope he is not too 
disappointed with the final result (he did not get to see it before release so was unable to
change anything).  

His original base was Map91 which you may still find at
 www.geocities.com/timessquare/maze/7600/map91.zip

***************************
* Copyright / Permissions *
***************************

(SJ) This .map file is copyrighted by nobody.  Do whatever the fuck you want with it.

Have fun.... :)

(MW) This level is copyright Sloppy Jallopy as far as I'm concerned. Ask him first.

